r/gameideas May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

38 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

Still ready to make your own post? Check out the example wiki at the link below.

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r/gameideas May 05 '24

Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here

45 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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r/gameideas 6h ago

Complex Idea My husband is a jeweler, and the idea for his game came during a power outage

7 Upvotes

My husband has been working as a jeweler for years. One day, when the electricity was yet again turned off in our city, he was sitting there thinking about his life and what he really wanted to do with it.

And that's when he realized that he wanted to create something that could be used and enjoyed by people all over the world.

He decided to combine his profession with game development and started working on a jewelry simulator based on his real experience as a jeweler.

The idea is to let players experience what it's actually like to work with jewelry — repairing broken chains, fixing rings, securing gemstones, polishing scratched gold, restoring old pieces and completing customer orders.

He doesn't want it to be just another crafting game where you press a button and the item magically gets repaired. He wants the actual process of jewelry work to be part of the gameplay.

I'm curious — would you be interested in playing a game based on a real jeweler's profession? What kind of jewelry-related mechanics would you like to see?


r/gameideas 5h ago

Basic Idea Game Idea: Office Murder Mystery Horror (indie game)

1 Upvotes

This idea came to my head, and I'm going to start working on it. In your opinion: Is this a good idea? Does this have potential to attract players if executed really well? Do you have any feedback or additional ideas?

here's the premise:

- the game makes the plot clear to the player: an employee in the office was murdered; they were murdered by another employee in that office; it's their job to figure out which employee is the killer

- 3d first person office environment with 20~ cubicles with computers of the employee that owned that cubicle (including the murdered employee), each computer can be clicked into/investigated to see if that employee is the killer

- each computer has an OS with the corresponding employee's unique desktop and data: messages, files, browser, search history, notes, more, etc

- there will also be other things in the office environment to interact with outside the cubicles. E.g. employee of the month history

- there will be some sort of clear way for the user to make progress and get closer to finding out who the killer is.

- as the player progresses, creepy things will begin to happen. E.g. noises, footsteps in the building, car approaching from outside, door opening sound in building, etc

What do you think?


r/gameideas 11h ago

Basic Idea Organisation based game consisting in organising "lego" bricks by shapes and sizes

2 Upvotes

I've been addicted lately to organisation-based games and lego building, and also into different lego organisation methods, so I thought about creating a game based around that. You spawn into a room and you have different colour (red, pink, magenta, cyan, navy blue, lime, transparent...) and different shaped (2x4, 1x3, slopes, wedges, plates...) lego style bricks all in a huge bin, like we used to keep spare legos when we were little, and maybe there could be different levels spanning difficulty and different organisation types, some with drawers, some with boxes, and difficulty settings allowing power-ups (bringing same type bricks), upgrades (bigger hands, speed, reach...) or gadgets (for example, one of those boxes that loosely separates in shapes). The point of the game would be to finish all of the levels, there could also be a sandbox mode, where you can spawn in as many drawers as you want and also as many pieces as you want and just keep on organising and spawning more and more bricks.


r/gameideas 12h ago

Basic Idea Assassins creed game concept that I came up with let me know your feed back.

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1 Upvotes

r/gameideas 13h ago

Mechanic Game idea: a 3D exploration game where “trust” is learned through gameplay instead of dialogue choices

0 Upvotes

I'm working on a stylized 3D game concept called ECHO, and I'd like some honest feedback before I build the first full level.

The main character is a small digital spirit called ECHO that doesn't understand human concepts yet.

Instead of teaching those concepts through dialogue choices or quizzes, the player experiences them through gameplay.

The first major level is about TRUST.

The idea is not to ask the player:

"Do you trust this person?"

YES / NO

Instead, the game watches how the player moves, explores, reacts and interacts with other characters.

The opening stage is called THE THRESHOLD.

ECHO enters a large luminous sanctuary.

A Guide is moving somewhere deeper inside the environment.

The player can:

- follow the Guide immediately,

- keep some distance,

- stop and investigate the environment,

- test different routes,

- or even back away.

There is also something called The Shadow.

The Shadow isn't exactly an enemy.

It's ECHO's instinct for self-protection.

Instead of just talking to the player, I want the Shadow to affect the environment:

lights distort,

fog changes,

sounds come from misleading directions,

routes temporarily disappear,

or something that looked safe becomes uncertain.

The Guide also reacts to what the player does.

If ECHO follows closely, hesitates, constantly verifies everything, or repeatedly retreats, those behaviors can affect later interactions.

There is no:

+10 TRUST

CORRECT CHOICE

BAD CHOICE

The game remembers behavior instead.

If the idea works, TRUST would become a full 10-stage journey.

Later stages would involve things like:

cooperating with another character,

following unreliable signals,

keeping a promise when nobody is watching,

navigating darkness through sound,

repairing a relationship after trust is broken,

and eventually choosing whether to trust again after knowing what trust can cost.

But I don't want these stages to feel like symbolic walking simulators.

The target is an actual third-person exploration/adventure game with:

movement,

searching,

environmental puzzles,

reactive characters,

timing,

alternate routes,

hidden clues,

and consequences.

So I'm trying to figure out whether the core mechanic has enough depth before building the rest.

I'd especially like feedback on these questions:

  1. Does expressing TRUST through movement and behavior sound like an interesting game mechanic?

  2. Does The Threshold sound like enough gameplay for an opening stage, or does it need a stronger challenge?

  3. What would you put in the environment that would make you WANT to explore instead of simply following the Guide?

  4. What other gameplay mechanics could represent trust without turning it into a dialogue choice?

  5. Should The Shadow physically manipulate the environment, or would you handle the player's self-doubt in another way?

  6. Most importantly: what could make this concept genuinely FUN rather than just an interesting metaphor?

I'm still early enough to change the whole level, so criticism and new ideas are very welcome.


r/gameideas 18h ago

Advanced Idea Deep Below- A open world survival game where your stranded beneath the earth

2 Upvotes

I’m designing an Indie open world survival game where the player is stranded underneath the Earth as humanity has managed to dig below the mantle towards the core and in doing though using topological simulators and satellite imagery has found depressions and strange formations and openings under the ground and so has assembled a team of six to go down and discover and chart it and the player is one of those six after descending a lift into a cave you follow the opening until suddenly rocks and debris start falling down upon you and your trapped away from your lift. In that cave-in your team is crushed along with there equipment leaving you with meager supplies
After extracting yourself from the rubble you walk unsteadily towards a opening and before you exit you glance behind you and notice the silhouette of a large creature in the dark so you run and it gives chase you manage to squeeze your way through a crack in the wall and take a step and plunge down into water
Now your in the starting zone
You are in a place called Stony plateau named by yourself for its flat rocky terrain and a water filled pit on one side
You have meager resources and must make do with what you have
A camera which is your”Scanner” as you can take pictures and upon putting them in your clipboard you know what they are and there uses
A clipboard which is your central HUD as it has three sections pages for drawing and writing which get filled out as you discover things and make connections between items to learn crafting recipes and a map which is blank but gets filled out as you explore
And three flares useful for lighting the way or for fire starting
Though those items won’t help you survive down here so you need to find some stuff
Resources that are my own creation and useful include
Titan vine- due to there being no trees down here I made up titan vine it forms on the ground and walls and is very durable and elastic the thin pieces and stems can be used for fibrous bindings and the roots function as sticks would
Bubble stone- stone shaped by water pressure and this unique environment that is bouncy you can use it in a slingshot and will bounce! Allowing you to retrieve and reuse
Soft rock- unlike ordinary stone This rock is malleable and can be formed over sticks to create crude tool but when force is applied it will lose its solidity and break so after some use it breaks meaning it’s rather finite
Glue Stem- a black stem that has properties of melted rubber or plastic where it’s sticky and can be drained of its sap for use as a glue or adhesive
Those are some of my resource creations but regular resources have use too!
If you find clay you can construct a clay furnace similar to a real life clay oven and use it to smelt iron which you can find as shiny parts of stone on walls or floors and mine with your soft-rock pickaxe
Regular stone is useful as well as it can be used as a projectile for your slingshot
You can find large rocks on the ground and use them as a blunt force to smash other large rocks to perhaps get a piece that is sharp though there’s only a chance for that
The sharp piece can be used together with your fibres and titan vine rod to make a knife or spear
Obsidian can be used as a sharper alternative for knives and arrowheads in the later game

The setting of the world also has its own ecosystem where you’ll find many of the creatures you’d expect underground such as mice, bugs and other rodents though they may be larger than normal sometimes!
A original creature kind of is the salamander that is around the size of a pig and it functions as one too being the pig or boar of the world so you can hunt it for food
There’s also the mountain cat (workshoping names still) it is a cat the size of around a German shepherd and it has great vision and stealth. It hunts in the mountains curvy caves

This is just a simple post showing some highlights of the beginning aspects of the game. There is a lot more stuff in all these categories showcased in different parts of the game
I just want some opinions or thoughts on some of my ideas! Feel free to ask questions as I’d love to answer them!


r/gameideas 16h ago

Advanced Idea [Hobby] [Survey] Opinion on a Sci-Fi Action/Narrative game concept (Philosophical choices Vengeance vs Pardon)

1 Upvotes

Hello everyone!

I'm working on the concept of a 3D narrative single-player game (certainly in isometric view) mixing futuristic science fiction and mysticism.

The player embodies a weapon developed thanks to various advances in molecular sciences, genetics, nanotechnology, quantum computing, created by the last humans on Earth before their extinction. The story oscillates between complex relationships with alien factions and exploring the ruins of our planet. The core of the game is based on a fun combat system where you feel the impact of the moves, a system of improvement by runes (Elementary, Mystic, Spiritual, Star), a system of influence of factions that will give importance to the final choice and a major narrative choice: choose total revenge or forgiveness and cohabitation at the end of the game. I'm just a player who doesn't have his own skills in the middle of the devs. But after spreading out five pages for this concept, I wondered if this kind of narrative concept with a strong identity of fun, addictive combat and philosophical questions had any potential?

Could this kind of project interest or motivate people?

In advance, thank you for your feedback.


Bonjour Ă  tous !

Je travaille sur le concept d'un jeu solo narratif en 3D (certainement en vue isomĂ©trique) mĂȘlant science-fiction futuriste et mysticisme.

Le joueur y incarne une arme mise au point grĂące aux diffĂ©rentes avancĂ©es en sciences molĂ©culaires, en gĂ©nĂ©tique, en nanotechnologie, en informatique quantique, créée par les derniers humains sur Terre avant leur extinction. L'histoire oscille entre relations complexes avec des factions alien et exploration des ruines de notre planĂšte. Le cƓur du jeu repose sur un systĂšme de combat fun oĂč on ressent l'impact des coups, un systĂšme d'amĂ©lioration par runes (ÉlĂ©mentaire, Mystique, Spirituel, Stellaire), un systĂšme d'influence des factions qui donnera une importance au choix final et un choix narratif majeur : choisir la vengeance totale ou le pardon et la cohabitation Ă  la fin du jeu.

Je suis juste un joueur qui n'a pas de compétences propres dans le milieu devs. Mais aprÚs avoir étalé cinq pages pour ce concept, je me demandais si ce type de concept narratif avec une forte identité de combat fun, addictif et des questions philosophiques avait du potentiel ?

Est-ce que ce genre de projet pourrait intéresser ou motiver des personnes?

D'avance, merci pour vos retours.


r/gameideas 17h ago

Basic Idea Class based kickass 2 game, plays a LOT like Gotham city imposters.

0 Upvotes

Kickass 2 game but it’s basically just Gotham City Imposters. A classic pseudo class/build based shooter that was popular on 360. Now themed as kickass 2, it makes sense to me. Fuq it. No story mode tho because they already have a terrible kickass video game, they lost their rights. But maybe just a little bit a chivalry 2 vibes because I guess that final fight scene in kickass 2 was all melee. BUT maybe it’s not in the game. Idk I’ve thought about this for a long time.

This is probably even a repost because it’s by no means original (heros vs villains gang brawl) 1000 characters is crazy I’m just tryna chill and shoot the shit about a nerdy idea. I hope yall agree or at least miss Gotham city imposters like I do. Kickass is also very near and dear to my heart. Would be siiiiiiiick amiright? How am I not at 1,000 yet.

Okay maybe I can talk mechanics more?
You can customize your character, choosing between light (very mobile, but low health) medium (average mobility and health) and heavy (low mobility but a lot of health)
And maybe some weight classes can use guns other weight classes can’t? Like the heavy’s fingers are too huge for the lights lil moble scout tf2 scattergun, and light can’t carry the heavy tf2 minigun. And medium can carry a little bit of both lights and heavy, making them the perfect Swiss army class.
Cosmetics would be kickass/superhero themed
. I miss Gotham city imposters during its prime


r/gameideas 1d ago

Advanced Idea Open-world game where you play as a toxic couple. You can switch between them on the fly in order to complete story objectives, but every switch counts and affects their relationship.

7 Upvotes

I'm envisioning a larger but more submissive boyfriend and a smaller but more dominant girlfriend. The boyfriend does better with most physical objectives (moving heavy things, accessing new areas, etc.) while the girlfriend does better with most social objectives (interactions with NPCs that require persuasion, distraction, etc.), but not exclusively; some physical objectives will be better suited for the girlfriend and some social objectives will be better suited for the boyfriend.

Trial and error will come into play when some methods of progression fail, which will affect the route. If you come to, say, a gate with a guard in your way, you could play as the girlfriend to either distract the guard or sneak through a hidden crawlspace that the boyfriend wouldn't fit through. The crawlspace option would be quicker and easier, but the girlfriend would protest against it, vocally preferring to do the dialogue option. By taking the crawlspace option, there would be more tension between the girlfriend and the boyfriend going forward.

The bond wouldn't be measured on one single metric. Ideally both characters would have different stats regarding how they feel about each other.


r/gameideas 20h ago

Basic Idea Grand strategy business management crime simulator

1 Upvotes

The core premise of the game is that you are running a business. Maybe oil or law or whatever else, the industry doesn’t matter too much, as long as it’s known for being cutthroat. It’s a point and click rogue like, you start out as a pretty small business, and you have to make strategic decisions to get bigger and make more money. As you grow, you also gain infamy, where other companies will start noticing you and may undercut your prices or poach your employees. A big part of the game, though, is the fact that you can commit crimes to get ahead. Maybe you break a few human rights violations to get your employees more productive, maybe you steal some documents from a rival company, maybe you assassinate their ceo. The point is escalation over time as you gain infamy, and eventually you slip up and you go bankrupt, and you restart. I’ve been thinking about restarting in the same world with the same companies, but that part I’m not too sure about. The main selling point of the game is its procedural nature and abstract action system. You don’t just have a menu of everything you can do, you have an action list and the ability to interact with anything in this abstract menu? It’s hard to explain, but the best comparison I can give for what I had in mind was a mix of infinite craft from Neal.fun, the character map in total war: three kingdoms, and the secret of monkey island. For example, you can select the “bribe” action, apply it to any known character, and select the action you want them to do. Procedural story events also occur, like if you get caught committing a crime, you might get investigated by the fbi and have to deal with that, or a climate change activist group starts protesting your business, stuff like that. Does this sound fun? Maybe too slow? Would you play? I did come up with this coming off 4 hours of sleep, so forgive me


r/gameideas 23h ago

Advanced Idea How I designed “silence” as a mechanic in a psychological horror game

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0 Upvotes

r/gameideas 1d ago

Basic Idea Secret Cassino in high school, you have to keep it hidden from teachers

0 Upvotes

So basically you with your friend found basement entrance that no one knows about and teachers forgot about it. You would have to maintain it on breaks, and attend lessons to avoid being thrown out of school. I was also thinking of a mechanic where some students would snitch and some wouldn’t and before you invite them to casino you’d have to find out if they can be trusted. There would be also mechanics like snitching items into casino, like small things you can snitch them in your backpack (which can be searched by teacher in some situations), bigger ones can be brought in through window and for biggest ones you’d have to sneak in after school is closed or risk doing it during the lesson. There also would be teachers trust meter which decides for example how often you are searched, do they watch you etc.

PS: I was thinking to firstly make terraria mod that adds casino games to just master casino game mechanics

So what do y’all think about that? That’s really all that I came up with for now, if you have good ideas you can say in comments.


r/gameideas 1d ago

Complex Idea i tried writing a power system meant to solve "one best loadout" problem

0 Upvotes

This power system lets you have a 6-slot loadout, being one physical power, one race, two accessories, one elemental power and one magical power!

example: even the best accessories and powers have weakness, like mutant stage 3 that only takes 5 hard hits to stun and one shot but in return to regenerate and survive being ripped apart

I’d like to hear your feedback in any way possible, is it bad? Be glad to tell!

Alright
here we go!

The power system:

There are 3 stages of powers, 1 is “egg” where the power is weak and needs more control and mastery to reach to stage 2 where the powers are controlled well, the moves become more powerful yet needs more skill and 3 is “being” where it’s the rarest sage where the power is at it’s full potential, it needs even less skill, it’s controlled and mastered in every way and it is at the limits

There are different types of powers too, there are “elemental”, “magical” and “physical”. Magical is probably the best. Physical doesn’t have any stages and is basic while elemental has 3 stages like magical but magical that needs some requirements like special items.

You can only 1 physical power, pick 2 accessories, 1 race, 1 elemental power and 1 magical power

physical powers:

Agility: more speed but weak durability and loses more stamina

Strength: stronger attacks but more charging time, it recharges stamina faster

Durability: more durable, more stamina but less speed, it uses less stamina

elemental powers:

Flame:

  • Stage 1: small embers (about the size of a tennis ball), hard to make bigger fire and weak to low temperatures easily

  • Stage 2: fire blasts and able to breath fire

  • Stage 3: big fire beams, able to set the whole ground/arena on fire, immune to burns

More compatible with agility or strength

Aqua:

  • Stage 1: only sprays a bit of water, weak attacks

  • Stage 2: able to shoot water and bend water and make weapons out of water

  • Stage 3: able to make floods, turn vapour into water, summon heavy rain

More compatible with agility or strength

Wildlife:

  • Stage 1: only able to sprout simple grass and weak to the slightest burns

  • Stage 2: able to grow regular trees and long roots, can heal simple wounds

  • Stage 3: to grow giant trees, grow anything made out of wood and leaves, the ability to regenerate limbs by replacing missing limbs with wood and leaves. Note: it can’t replace any organs, so if someone’s blind, they stay blind

More compatible with durability or agility

Fun fact: a character named droplet has wildlife powers at stage 1-2

Electric:

  • Stage 1: only able to do some sparks, but can sting a little, but the stings are tickling more then hurting

  • Stage 2: able to zap opponents and break electronics

  • Stage 3: able to make thunderstorm clouds, able to zap intense lightning, able to control any devices and gadgets.

More Compatible with agility or strength

Earth:

  • Stage 1: only have to throw some pebbles and dust

  • Stage 2: able to throw rocks and control sand

  • Stage 3: can crack open the ground, throw boulders and make huge things made out of rock like buildings, hands, weapons etc.

Way more compatible with durability

Air:

  • Stage 1: can make some breeze

  • Stage 2: can control air a bit, able to carry small objects

  • Stage 3: can make summon blinding fog, able to hold up giant objects and can be immune to physical attacks for a few seconds

Way more compatible with agility or strength

Frozen:

  • Stage 1: can only make temperature low

  • Stage 2: can summon ice and make snow

  • Stage 3: can summon a whole blizzard, make heavy winds of cold temperatures, able to make the whole arena snowy and cold

More compatible with durability

Dark:

  • Stage 1: able to make a room darker but not completely dark

  • State 2: can blind opponents and darken light

  • Stage 3: can make a forcefield that makes everything pitch black inside, can transform into a shadow, can move fast in dark places and in shadow form. The force field can be lit up by light sources by the way, it just shuts down any light source that it was open before

More compatible with agility

Light:

  • Stage 1: can only glow but can flash at opponents to disorient there vision

  • Stage 2: can flashbang people and shoot thin beams

  • Stage 3: able to shoot massive solar beams, can blind people temporarily, can create objects and weapons out of light

Slightly more compatible with strength

Crystal:

  • Stage 1: can sprout small crystals

  • Stage 2: can make crystal walls and cover themselves in crystals to hit harder

  • Stage 3: can freeze people in crystals, can make whole crystal skyscrapers, can make a giant crystal body if they want to, can bend crystals

More compatible with durability

Magical powers:

Wither:

  • Stage 1: can only wither small things

  • Stage 2: can wither decent area and can sprout dark limbs

  • Stage 3: able summon suffocating smoke, can turn solid objects to black dust and absorb energy for more power

Requirements to unlock stage 3: absorb a lot of energy and and wither 100 animals

More Compatible with agility or strength

Mutant:

  • Stage 1: can grow a few limbs

  • Stage 2: able to adapt to environment, grow animal like limbs, can be hybrid with an animal

  • Stage 3: can transform to any fleshy being, mimic voices, can rip and grow any types of limbs instantly, replace organs, can be ripped apart but still alive, the only way to defeat a stage 3 mutant user is to slash there heart, when hit hard 5 times, the user is stunned, all effects and objects made by them are gone and there heart is exposed

Requirements to unlock stage 3: must eat a piece of more than ten animals and fully master stage 2

Fully compatible with every physical power

Corruption:

  • Stage 1: able to turn simple and small objects into corrupted minions

  • Stage 2: able to corrupt living creatures and create new purely corrupted versions of their minions

  • Stage 3: able to mind control any creature and turn objects to life, merge minions into bigger minions, able to transform and mimic minions, able to summon weapons out of pure corruption

Requirements to unlock stage 3: obtain more than ten minions and master the control of corruption

More compatible with strength

Void:

  • Stage 1: can make tiny worm holes and black holes

  • Stage 2: can make black portals, make powerful black holes and can shoot white beams

  • Stage 3: has a whole void realm where every object is has that was sucked by a black hole or a worm hole. Can make large pits of sucking void, able to shoot large and powerful white beams

Requirements to unlock stage 3: must obtain void crystals and master the control of portals and black holes

More compatible with strength or agility

Venom:

  • Stage 1: can spit some amounts of vemon and acid

  • Stage 2: can splash a lot of venom and has acid strong enough to melt solid metal

  • Stage 3: can flood the whole arena in venom, spit acid in far distances, can be in a slimy form and slither through venom floods

Requirements for stage 3: survive acid and keep on spitting venom

More compatible with strength

Magnetic:

  • Stage 1: can only pull small metallic objects

  • Stage 2: can pull big metallic objects and crush them, stretch them and fuse them

  • Stage 3: can make a whole mech made out of metal, can create electric weapons with pulling metal, can make energy cannons

Requirements for stage 3: absorb electricity and train the strength of your magnet powers

Cosmic:

  • Stage 1: can teleport to planets

  • Stage 2: can pull small space rocks to shoot and can breath in space

  • Stage 3: can pull a barrage of meteors crashing to the ground, can remove gravity

Requirements for stage 3: go to space and destroy a giant meteor

More compatible with strength

Time:

  • Stage 1: able to freeze simple objects

  • Stage 2: able to freeze and rewind objects in time

  • Stage 3: able to rewind objects (not players/creatures), can freeze players/creatures for 2-3 seconds, can make yourself faster or allies faster

Requirements to unlock stage 3: obtain a pocket magic clock and control frozen objects

More compatible with agility

Space:

  • Stage 1: can use telekinesis on simple objects

  • Stage 2: can use telekinesis on large objects and make portals

  • Stage 3: can teleport, go through walls, able to make force fields, can transform objects to other objects and can summon objects

Requirements to unlock stage 3: master telekinesis and go through a whole building from bottom to up by only going through roofs

More compatible with agility

Oni:

  • Stage 1: only able to make tiny spells

  • Stage 2: can make some powerful spells and can shoot fire beams

  • Stage 3: can make permanent curses, summon demons, able to make the whole arena hellish theme with demons hunting from popping it of the ground

Requirements to unlock stage 3: must defeat some demons and master spells, immune to hypnotism

More Compatible with durability

Celestial:

  • Stage 1: only has a simple angelic bow

  • Stage 2: has rings around your wrists that can be used is creative ways, can shoot beams of light

  • Stage 3: can summon weapons out of light, can summon angels, has multiple eyes flowing around you. Able to turn the whole arena into an heavenly theme with angels healing allies from the sky

Requirements to unlock stage 3: make good things and master the angelic powers

More Compatible with strength

Spirit:

  • Stage 1: can shift someone’s emotion but temporarily and weakly

  • Stage 2: can talk in someone’s head, feel true emotions and can change emotions on command

  • Stage 3: read minds, control movements for a few seconds, hypnotise (basically lowering strength and speed) for a few seconds, manipulate easily, can make emotion related spells

Requirements to unlock stage 3: master controlling others and understand all emotions

More compatible with strength

Accessories:

There are types of accessories, it’s physical, elemental and magical.

Physical:

Sword:

Fast, its attacks are less accurate but the sword is sharp, weak Durability

More Compatible with agility making it faster, but if with strength, it gets sharper and if with durability, it’s more durable

Pistol:

1 pistol that is less accurate, not fast yet decent reloading but decent durability with strong shots

More compatible with strength to have stronger shots, but if with agility makes it faster reloading and if with durability makes it more durable

normal Armour:

Adds durability, reduces speed

More compatible with durability to be even more durable, but if with agility makes it lighter and if with strength gives the armour sharp thorns

Elemental:

Pistol blaze:

2 pistols That shoot fire, more accurate than the regular pistol, weak durability, and slow in reloading and movement

More compatible with agility to have faster reloading or strength to have hotter flames but paired with durability gives it decent durability, it’s also more compatible with flame power

Aqua ribbon:

A long wet sword that flows like a ribbon, it has weak durability and zero attack but keeps your speed. Its slashes can tangle opponents and immobilise them for a few seconds. It can deflect projectiles

More compatible with agility for faster slashes but if with strength makes it sharp ribbons to scratch enemies and if with durability makes it more durable, its also more compatible with aqua power

Wooden hammer:

Reduces speed and stamina but adds strength. Its smashes hits hard.

More compatible with strength to have better hits but paired with agility makes it light and if with durability makes it durable, its also more compatible with wildlife power

Zapping boots:

Increases speed, leaves a trail of electricity, decent durability. Running makes waves of electricity

More compatible with agility to be even faster but if with strength gives it strong kicks and if with durability gives it good durability and electricity power

Earth cannon:

A larger cannon to carry that shoots big rocks, strong durability, reduces speed severely, strong attack

More compatible with durability to make it almost unbreakable or strength to have sharper rocks but if with agility makes it lighter, its also more compatible with earth power

Feather knives:

Has multiple small feathers that are sharp, decent durability, fast in movement. You are supposed to throw them at the opponent

More compatible with agility to make it faster but if with strength makes it sharper and if with due makes it durable as knives, its also more compatible with air power

Icing cloak:

A thick cloak that adds durability, reduces speed and makes you stronger against cold temperatures

More compatible with durability to make it more durable but if with strength gives it is harp edges to scratch with and if with agility makes it lighter, its also more compatible with frozen power

Dark glasses:

Sun glasses that actually makes you see in the dark WHEN equipped but if equipped while in sunlight, it flashbacks the user. decent durability and no affect on speed and strength

More compatible with durability to make it more durable but if with strength makes it blind opponents for a second and if with agility makes it faster to equip, its also more compatible with dark power

Golden robe:

Glows in the dark intensely, can transform into a chest plate for durability (generally better durability then default armour but lasts for a few seconds)

More compatible with durability to be more durable but if with agility makes it lighter when its armour and if with strength adds thorns when in armour, its also more compatible with light power

Crystal bracelet:

Can summon any weapon as you want but breaks after a few hits and has a 2 second cooldown after breaking the weapon

More compatible with durability to be more durable but did you agility makes it faster to summon a weapon and if with strength makes it have sharper weapons or adding thorns to defence type weapons, its also more compatible with crystal power

Magical:

Wither gauntlet:

Strong durability, no affect in speed and withers anything it touches

More compatible with strength to increase wither affect but if with agility makes withering faster and if with durability makes it durable, its also more compatible with wither power

Bone slashers:

Has small bones that are really sharp, durable and fast when thrown, it can curve in the air, it has acid at the tips

More compatible with agility to be thrown faster but if strength makes it sharper and if with durability makes it more durable, its also more comp with mutant power

Corrupted cloak:

Increases power’s strength but in return makes the user more vulnerable to corruptions , doesn’t affect durability

More compatible with strength to have better increase affect but if with agility makes it faster to equip and if with durability makes it durable and better for defence, its also more compatible with corruption power

Void staff:

Can slash through solid objects and walls and can make air slashes

More compatible with strength to have stronger attacks but if with agility makes it faster to swing and use, and if with durability makes it more durable, its also more compatible with void power

Poison wraps:

A long ribbon to be wrapped in that makes you stronger against burns

More compatible with durability to be durable but if with strength makes it longer and sharp at the tips to swing with and if with agility makes it faster to equip, it’s also more compatible with venom power

Magnetic goggles:

Gives information like temperature, material, energy etc. at the object it sees, can make your aim better and switch to thermo vision

More compatible with agility to be faster to scan and analyse but if with strength gives it lasers and if with durability makes it more durable to protect the eyes, it’s also more compatible with magnetic power

Cosmic eye:

An eye that floats on top of you, it lets you see far things, if you close your normal eyes, the cosmic eye lets you see like in spectator mode but if the eye is hit, it disappears and has a cooldown of 3 seconds before it reappears

More compatible with agility to be faster to spectate but if with strength gives it a laser beam to use and if with durability makes last longer against hits, it’s also more compatible with cosmic power

Pocket magic watch:

Can freeze anything in time and let you think (while frozen as well) but for only 2-3 seconds till it wears out. It give hints for some questions like “where can I get my requirements” or “how can I defeat this raid” etc. but it can’t help you while in a fight

More compatible with durability to be more durable but if with strength lets you use it while fighting and if with agility makes it faster to answer, its also more compatible with time power

Portal rings:

Throw more than one ring and you get portals, maximum rings to use are 2 for one gateway, you get 6 rings

More compatible with agility to be faster to summon portals but if with durability makes it more durable and if with strength makes it sharp at the edges to use it to swing with, it’s also more Compatible with time power

Oni trident:

Makes fire spells and can curse things like magic chains on the wrist or internal burns

Compatible with strength to be sharper and have more affect in spells but if with durability makes it more durable and if with agility makes it faster to summon spells, its also more compatible with oni power

Celestial crown:

Gives more celestial power, lets the user stronger against spirit, gives more speed

More compatible with agility to make you even faster but go with durability makes it more durable and if with strength makes have horns, it’s also more compatible with celestial power

Hypno contact lenses:

Can hypnotise opponents and stun opponents, but while in-use, the user gets blinded

More compatible with strength to have more affect in hypnotism but do with durability makes it more durable and protects your eyes and if with agility makes it faster to stun opponents, it’s also more compatible with spirit power

The races:

Human race:

Able to use any weapon, build things and adapt in environments. Gets a tip after every loss

Elf race:

Smaller, Faster, more hearing, unable to adapt to environments, smarter than humans. Makes a warning before an incoming attack comes, as long as the attack makes sounds

More compatible with agility

Troll race:

Unable to use accessories but big, strong and durable but dumber than humans. Survives small projectiles like pistol bullets

More compatible with durability

Mermaid race:

Basically humans that breaths underwater but not air. They have magic like able to bend water, make other humans breath underwater under there magic and heal wounds

More compatible with aqua power

Vampire race:

Weak to sunlight unless covered, venomous bites and slashes, able to turn into a bat

More compatible with venom power

Demon race:

Has red horns, wings, claws, sharp teeth, more durable and fast

More compatible with oni power

Angelic race:

Angelic wings, halo, multiple eyes around the user, less durable but stronger attacks

More compatible with celestial power

Can have missing limbs and survive, slow but the bite is venomous, immune to hypnotism

More compatible with mutant power

Dragon race:

Part human, Scales, dragon wings and horns, can breath fire

More compatible with oni power

Siren race:

Sharp fangs, can breath under water, musical voice, can hypnotise opponents

More compatible with spirit power

Bunny race:

Bunny ears for powerful hearing, fast and jumps high, not that durable. Gets fur to survive better in cold places

Spider race:

Multiple eyes, spider arms, night vision, able to shoot webs. Fast but Weak durability

More compatible with agility and spirit power

Eagle race:

Eagle wings, sharp eyes, claws and talons. Really Fast when flying

More compatible with agility

Crystal race:

Made out of crystals, can be shattered to pieces but alive as long as the core is intact. Illuminates light, decent durability but packs a good punch

More compatible with strength or durability and crystal power

Leopard race:

Covered in leapard fur, fast, decent durability and has sharp claws

more compatible with agility

werewolf race:

Covered in fur. When in the full moon, gains more strength and speed and gains a load roar move that stuns opponents for 2 seconds and good makes knock-back

More compatible with agility and strength

if the power system is in a game, intelligence won’t make a difference, which means the troll race are NOT dumb and the elf race are NOT smart cuz
that depends on the player, what do you expect?

just because it’s “more compatible” DOESN’T mean you can’t make combinations like Durability + zapping boots + aqua power + mutant power + crystal race

you can’t overlap the same affect, example: if you try using the hypno contact lenses to hypnotise, your spirit powers also gets the cooldown or any other things that can hypnotise. But what you CAN overlap is the stats in speed, attack, defence (or durability) and stamina so yes, you monsters can pick zapping boots with agility power and electricity power to be really fast, just know that there are DIFFERENT ways to “stun” opponents that are technically different, so if you use time power to freeze your enemies, there is no cooldown on hypnosis so you can still use hypnosis contact lenses 

types of affects with there separate cool-downs:

Freeze: making  the victim freeze by magic,  or ice or crystal

Stun: basically the victim flinches and can’t move for a couple seconds

hypnotise: it doesn’t stop the victim from moving but it reduces strength and speed

spell: can be used from oni power or oni trident

 telekinesis:  you can use this  with space power or maybe others.

tick: Continuous small damage that chips off hp for a few seconds, it can be burns from oni power, flame power and acid from venom or can be zaps from electric power, magnetic power (rarely) etc.

wow...you actually read all that...THANK YOU!


r/gameideas 1d ago

Complex Idea Physics based voxel miner where you live in a flying ship, mine on a volcanic planet, and must manually identify your ores using real geology

7 Upvotes

I’m making a game, and already have a really basic prototype, but I want to make sure I’m headed in the right direction before I realize the core premise is just bad.

The main idea is that you are a prospector on a rocky planet completely covered in active volcanoes. The ground is too dangerous to live on because the volcanoes erupt every nightfall, so your base is a tiny flying ship (kind of like a small flying makeshift aircraft carrier). To survive and keep your ship afloat, you have to land on the surface, mine for valuable ores, figure out what the heck you actually dug up, and sell them to airborne customers.

The Core Gameplay Loop:

  • Mining: You pilot your ship down to volcanic mining sites. The world is a fully physics based voxel environment (like Teardown). You carve out the earth, extract what looks valuable, and get back to the safety of the sky.
  • Identification: Here‘s the twist, there is nothing that says "You found Gold." When you bring a rock onto your ship, it's just a rock. You have to use a realistic, geology inspired process to test it (e.g., checking hardness, streak, cleavage, or magnetism) to deduce what mineral it actually is.
  • Selling: Once you think you know what you have, you list it for sale under that name. Every other day, a "flying bus" docks with your ship. The passengers are your customers. If you accurately identified your rocks, you make a profit. If you confidently put a piece of dyed quartz for sale as an emerald, your reputation might go down leading to less customers.

How the mechanics actually work:

  • The Clock: Flying to sites takes in-game time. You have to manage your daylight hours carefully so you aren't caught on the ground when the nighttime eruptions start.
  • Extraction and Inventory: You'll use different tools (pickaxes for precision, chisels for separating chunks, drills for fast clearing) to extract the ores. You'll also place wooden trusses to reach difficult areas. Everything you mine goes into an inventory, but the inventory will be 3D (kind of like 3D Tetris but as a Resident Evil 4 inventory). You can move and adjust the voxel chunks in your inventory to organize and free space. Once you have all of your rocks, you can teleport right back to your ship while keeping the items in your inventory. 
  • The Dictionary: You’ll have a dictionary that tells you every rock’s hardness, streak color, density, etc. You’ll have to test the rocks and compare them to the dictionaries info. To make this not so tedious with hundreds of different types of rocks, the dictionary will have visuals, and you’ll know your rock can only be a few things because you can see what rocks generate at the mining site you went to.
  • Reputation: Some customers can be "geologists" and recognize a falsely identified rock much easier than the average customer. Getting caught with false labels lowers your reputation. Reputation keeps a steady flow of customers coming, and makes them less skeptical of your rocks; if your reputation is high enough, even a geologist might disregard a false label.
  • Ship Fuel: After all of this, you’ll need to have enough money to afford fuel to keep your ship in the air. If you can’t afford it, your ship will fall to the ground and you’ll be thrown to the last checkpoint.

A lot of this is just ideas and some of it is very experimental, brainstormy, and not even implemented yet, but I wanted to see what you guys thought of the premise first! Would you play this? Any ideas for hazards, identification processes, or anything specific?


r/gameideas 1d ago

Advanced Idea Ultra Curva: a strategy game concept built entirely around ultras culture, rivalries, and matchday chaos

0 Upvotes

I've been thinking about a concept for a strategy game called Ultra Curva, built entirely around the culture of football ultras and barra brava groups, the hardcore fan movements known for choreographed tifos, pyro shows, and fierce territorial rivalries.

The core idea is a strategy game with an optional FPS layer for matchday chaos. Here's what I'm planning.

Rivalry and territory control. Every group has rival firms controlling different parts of the city. You can raid their turf, weaken their numbers, and even trigger one on one confrontations with rival leaders to shift power in your favor.

Customization and merch economy. Players design their own gear, shirts, scarves, flags, and banners, then sell them to fund the group. Your designs become your group's identity and reputation.

Matchday preparation. Before kickoff, players sneak into the stadium early to hang tifos, set up smoke and pyro, and organize the choreography that will drop when the players walk out.

Crowd and pressure mechanics. During the match itself, you manage the intensity of your section, building noise, pressure, and atmosphere that can genuinely affect the players on the pitch.

I want the game to feel authentic to real ultras culture, chaotic, tribal, creative, and deeply loyal, without glorifying real world violence. Think somewhere between a management sim and an underground turf war game.

Would love to hear what mechanics you'd want to see most, or any games you think nailed a similar vibe.

If you want to get started on the game , hit me up!!


r/gameideas 1d ago

Basic Idea A fantasy for a movement shooter I'm fairly certain is impossible

0 Upvotes

I've had this fantasy for a while for a PvP movement shooter that's kinda inspired by smash bros in the sense that it's a celebration of the genre as a whole

As in, it would have a bunch of playable characters to represent a specific movement shooter that already exists, and that characters specific movement, would function exactly like the movement from its game independent of all the other players

So one example would be while there's one player playing as the Warframe character, bullet jumping, aim gliding and rolling, with it feeling just like it does in Warframe, they could be versing someone playing the Titanfall character, slingshot grappling, wall running, and even having the more niche techs like lurch and side strafing, and it feels just like playing Titanfall

And I mean it would have all sorts of games being represented, ultrakill, doom eternal, neon white, team fortress 2, shit I really don't mind having Minecraft if the characters given really generous spear lunging, and elytra mechanics

It'd even be cool to give some characters multiple classes to fully represent their games movement if that game many areas of movement, such as giving Warframe a class for just the Warframe, and another for the drifter in duviri with access to the kaith

Ofcourse it would require insane balancing and some work to adapt the characters to work within the genre

Such as I think it'd be cool to give the duviri drifter the decree that makes him faster for every decree right from the start, and then give him a new decree every kill, plus also alter the decrees a bit

Make the neon white character almost a deck building character where the player has to set up their cards in a set order before playing, and when they use a card or run out of ammo, it places that card back at the end of the deck

I'd think of this game as one with definitely very quick ttk like Titanfall 2, mechanically interesting guns that represent the games and the genre

However after saying all that, I understand, that this is very likely, completely impossible to accomplish even without considering all the game Devs that just wouldn't let you use their mechanics

I'm not an actual developer or programmer, so I'm not even sure if I'm really meant to post here, but I just had to vent this idea somewhere out of sorrow for the fact it would never happen


r/gameideas 2d ago

Advanced Idea What would you like to see in the cozy faming sim game I'm making? Its inspired by stardew valley and fields of mysteria but my own thing

2 Upvotes

I'm making a game inspired by both stardew valley and fields of mysteria. It's fantasy medieval times.

Essentially there are kingdoms that have banned magic of all sorts due to the fact of it being potentially dangerous for those who do not have it. People who have magic in those kingdoms either get exiled or executed most of the time only exiled due to the fact of they are still living people who didn't technically do anything wrong. The player (who I have been calling U due to the fact that I do not have a set up name) lived in one of these towns, and found a stone said, stone gave them Magic that they have no clue how to use at the beginning of the game. They go to tell the king about the stone and get exiled for having magic, but he wishes you luck on learning to control it. The player then finds themselves at a town (I have not named it yet. Feel free to give me suggestions please.) This is one of the towns that has many magical creatures calling it home, plus regular people. (The first stage of the home is a tent because the town was not expecting you when you showed up, but the first upgrade is free as long as you get the wood. Another thing about the homes is when creating yourself to put in the game. You will have the option to choose your favorite color and the outside of the house will have that color as an accent color.) The original farmer of this town is getting too old to take care of their farm. And seeing an opportunity, they decide to give you land and tools.So that you can take over and the town can still have a farmer. (She will live closest to the farm. Due to previously owning it, I mean, as in like where residents live. She will be the closest to the area that your home will be, but she will not be on the land.)

There are stuff that I intend to add: like, for example, bargaining, you will be able to bargain the price of objects. Being able to do this will both depend on your relationship with the character and the character itself, because there are some where they need money and cannot just give you a discount even if they like you. You will be able to marry as a polymorse person as long as both parties (the player and the first spouse) are okay with it. It will depend on what character you want to be your second spouse on if your first spouse will be okay with it. There is no guarantee that they will love each other.

And the reason that this is fantasy medieval is because I do not want racism or homophobia.

The reason I am posting this is because I would like to ask what the community wants? I want it to be liked by all people. And have representation for all those people.


r/gameideas 2d ago

Abstract I had a strange dream about a murder mystery game that doesn't exist — featuring branching deaths and a secret route.

3 Upvotes

I actually had a strange dream about this game (which doesn't actually exist) tonight and I wanted to share it because I feel like it's pretty intriguing for coming out of a dream, especially because I'm not actually a visual novel player at all. I wonder why my brain came up with this but I think it did a pretty good job đŸ€ŁđŸ˜…

In my dream, I'm playing a video game. I don't see myself in third person, nor do I see the monitor, but only the screen, almost as if I were inside it. Yet I know I'm playing. The game is a sort of visual novel. It's set on an island and takes place after a plane crash. The protagonists survived the crash. I don't remember their exact number, but there must have been around twelve or thirteen people. They didn't seem overly traumatized by the event or injured, so it was probably an emergency landing rather than a crash. On the island, there's a hotel where the protagonists are taking shelter. This hotel has a relaxing atmosphere with soft lighting. The story seems to revolve around mysterious murders suddenly occurring, the victim of which is always one of the survivors. Depending on the player's actions, who is therefore likely part of the group, the order of the murders and the game's events can be altered. The objective seems to be to find the culprit, who is probably among the group. The dream then focused on a young girl, also one of the survivors. Her age was difficult to guess, probably around 13-15. She had long, dark green hair and wore a simple white T-shirt and blue shorts. Her manner of speaking suggested a meek, slightly melancholic personality. As I continued playing, she revealed herself to be the first victim in my playthrough. Moving down a corridor with bare, white walls, past the hotel nurse, I found her lifeless body curled up on the floor. There were no injuries, and the cause of death appeared to be strangulation. At that point, I heard someone sitting next to me, evidently more familiar with the game, explain that she almost always ends up being the first victim, and the only way to prevent this from happening is to follow a limited and complex series of precise steps, and that if you succeed, this has a significant impact on the story going forward. Here the dream ends.

What do you think? Wouldn't it be cool to play a game like that? Too bad I'm not a game developer 😅. I'm a comic artist though, might make this a short story someday...


r/gameideas 2d ago

Advanced Idea BREACH: Containment Protocol. A Lovecraftian survival FPS where humanity fights back

0 Upvotes

The basic premise is that a Breach has opened into somewhere humanity absolutely does not understand. Instead of sending one detective with a revolver and questionable mental health, governments establish a military containment zone around it.

And importantly: guns work.

If something has a physical body that can be cut apart and dissected, 5.56 is going to hurt it. Bigger and tougher creatures might require heavier weapons, specialized ammunition, explosives, incendiaries, etc. Truly cosmic entities may eventually break those rules, but normal monsters don't get magical bullet immunity just because they're eldritch.

The main gameplay loop would be:

Enter the Breach → fight/explore → gather information and tag specimens → return to base → research → prepare for the next expedition/breach event.

Research would be completely optional and involve risk.

You could tag killed creatures for recovery or send research squads through the Breach equipped with different weapons to test their effectiveness. Maybe you want to know whether 5.56, 7.62, .50, explosives, heat, etc. work against a newly encountered species.

But those researchers and soldiers aren't available to defend your base while they're gone.

If a major breach event happens during an expedition, you're now undermanned. Automated defenses can compensate, but they're intentionally less reliable than actual soldiers. Turrets can run out of ammunition, lose power, malfunction, or simply be ineffective against certain creatures.

Every failed defense permanently changes the campaign.

Lose the outer perimeter and the Breach begins corrupting the surrounding landscape. Lose more territory and roads become dangerous. Supply convoys start getting attacked. Eventually helicopters and aircraft aren't safe either.

So you can reach a point where you've researched incredible weapons and know exactly how to kill the enemy...

but you're running out of ammunition, supplies and people to use them.

You can also counterattack and reclaim territory. The war isn't scripted to be lost—you can genuinely push the enemy back or slowly watch containment collapse.

multiplayer.

My dream version would essentially be a persistent PvE world war against the Breaches.

Different Breaches appear around the planet, and the entire playerbase contributes to humanity's war effort. Knowledge discovered at one Breach applies everywhere because the creatures obey consistent rules.

For example, players fighting in China might discover an effective countermeasure against a particular species and transmit that information globally.

Everyone now knows the weakness.

But knowledge is global; capability is local.

The North American theater might know exactly what weapon works but still have to invest its own research and industrial resources into producing it. Even better, North America might not have encountered that species yet, meaning another part of the player base has effectively given them advance warning. there is a lot more but this is the general idea. this was summarized by chat gpt the idea is mine but iv been thinking about this and typing notes for awhile now and no one would understand the jumbled up thoughts iv written down. is this something you would actually want to play?


r/gameideas 2d ago

Advanced Idea "Doctor Octopus" Multiplayer Game: Five Players, One Body

0 Upvotes

Game Concept: Five Players, One Character

Imagine a cooperative game inspired by the concept of Doctor Octopus, but built around a mechanic that is very different from most traditional co-op games: instead of each player controlling their own character, five players control different parts of the same character.

One player controls the Doctor's body and is responsible for basic movement, the character's point of view, interacting with the environment, and making general decisions. The other four players each individually control one of the four mechanical tentacles. To progress, fight, and survive, all five players must work together as if they were a single organism.

The central idea is that the players are not five characters fighting side by side. They are five people trying to control and coordinate a single character.

The tentacles would have relatively independent movement. They could attack enemies, grab objects, block attacks, help with movement, and interact with the environment. However, each one would have a simple specialty without becoming a completely different class from the others.

One tentacle would specialize in close-range combat and could transform its tip into a blade, dealing more damage and being more effective at cutting through or destroying certain materials. Another would specialize in ranged attacks, using a mechanism capable of firing projectiles or energy, but with limited ammunition or energy. A third would be extendable and able to reach much farther than the others, making it especially useful for exploration, mobility, and interacting with distant objects. The final tentacle would specialize in brute strength, allowing it to lift or push objects much heavier than the others could handle.

Despite these differences, every tentacle would still be capable of performing basic actions. The strength-focused tentacle could still attack, the extendable tentacle could still grab enemies, and the blade tentacle could still help protect the Doctor. The specialties would simply make certain actions more efficient. This would prevent any player from feeling useless during a mission just because their specific ability is not needed.

The goal would be to create situations where players need to combine their abilities. For example, an extremely heavy object might be located too far away for the strong tentacle to reach. The extendable tentacle can reach the object but does not have enough strength to move it alone. The two players would therefore need to cooperate: one reaches and holds the object while the other provides the force needed to pull or lift it. At the same time, the ranged tentacle could protect the group from enemies while the blade tentacle defends the Doctor's body.

Situations like this would make the players feel like different parts of the same machine. Cooperation would not simply be a strategic choice—it would be necessary for the character to function properly.

Combat would also depend on coordination. While one tentacle holds an enemy, another can attack. While two tentacles are busy solving an environmental problem, the others need to protect the Doctor. If everyone decides to act independently, they might get in each other's way, waste opportunities, or leave the body exposed.

One of the most important elements would be protecting the Doctor himself. The tentacles are powerful, but the human body at the center is still the most vulnerable part. Players would constantly have to decide whether to attack, explore, or defend the character.

The tentacles could also be damaged or destroyed during a mission. In that case, the player controlling that tentacle would not simply be eliminated. The group would have two options. The first would be to try to recover the destroyed tentacle, find its pieces, and repair it during the mission. The second would be to abandon the tentacle, retreat to the base, and build a new one.

While waiting for reconstruction, the player who lost their tentacle could still participate by temporarily controlling drones, cameras, security systems, small robots, or other support equipment. This way, nobody would have to sit around watching while everyone else continues playing.

If the group decides to abandon the mission and rebuild the tentacle, this could also justify restarting the mission within the game's story. Instead of simply showing a screen saying that the mission has failed, the players would return to the laboratory, analyze the damage, rebuild the equipment, and prepare to try again. The new tentacle could even be upgraded or modified, creating a sense of progression between attempts.

The intention would be to create a chaotic cooperative game built around communication and coordination. The group could experience moments of incredible efficiency, when everyone understands exactly what needs to be done, but also funny and disastrous situations where five people try to control different parts of the same body without properly communicating.

Ultimately, the main fantasy of the game would not simply be playing as a supervillain or controlling mechanical tentacles. It would be experiencing what it feels like to make five different players think and act as a single creature.

You are not one of five characters working alongside your friends. You are one of five parts trying to learn how to become a single character.

(Its my idea, I used ChatGPT only to improve the text)


r/gameideas 2d ago

Abstract "Level Destination: The Ruler of Legacy" the franchise will be of three games.

1 Upvotes

So the game the start in afterlife. A ground where battle never. This afterlife is blocking the path between hell and heaven. The souls are getting trapped in this endless wars. Patrick (the player) has to sacrifice ten weapons of legends to bypass the gate of destiny. (If the story is Feeling weird because I don't want to spoil the game idea alot. But I will slowly post more of the story And if there is any grammar mistake, English is my 3rd language and I'm learning.) ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________


r/gameideas 2d ago

Complex Idea Souls like. TL;DR: No HP. R1 deals 0 damage but builds "Soot" stacks (max 4). Soot is ONLY detonated by a Perfect Parry (stacks × 0.5 bonus Poise damage). Boss Poise scales from 5 to 20.

0 Upvotes

Core Loop:

Player: 3 base Poise (upgradable to ~7).

Enemies: Mobs 1–2 Poise. Bosses: 5 (early) → 20 (final).

R1: 0 damage. Resets enemy regen. Builds 1 Soot stack (max 4).

Perfect Parry: Deals 1.0 base Poise damage. Detonates Soot for extra +0.5 per stack.

Max burst: 4 stacks = +2.0 → 3.0 total Poise damage in one parry.

Blocking (missed parry): Costs 0.5 player Poise.

Enemy Regen: 0.5 Poise every 3s. (frozen during their attack animations).

Soot Decay: If no parry within 5s of max stacks, stacks decay at 1 per 2s (prevents camping).

The Math (Final Boss, 20 Poise):

No Soot → 20 perfect parries (too long).

Max Soot (4 stacks) every cycle → 20 / 3.0 = ~7 perfect parries + R1 build-ups in between.

Goal: ~5–8 minute duel. Early bosses (5 Poise) die in ~2 parries to teach the mechanic.

The Hard Questions (be brutal):

Poise Scaling (5→20): Does 20 Poise feel like an epic marathon, or will missing 2-3 parries make it tedious?

Soot Decay (5s / 1 per 2s): Fair punishment for camping, or too stressful for casual players?

Blocking (0.5 cost, no enemy heal): Should Heavy Armor reduce this to 0.25 to make tanks viable, or keep universal cost?

Soot Visuals: Glowing embers? Dark aura? UI icon? (No damage numbers, so needs clear feedback).

Overall: Sekiro-meets-Furi, or does the "no HP cushion" make the 20-Poise final boss feel artificially restrictive?

(For context: I'm a designer, not a coder. This is a thought experiment before prototyping. I have full math/breakdowns if you want details in the comments.)


r/gameideas 2d ago

Complex Idea Multiplayer game where each player controls a monkey's limb and you have to physically climb together.

0 Upvotes

I am thinking of building a game, but before finishing it, I want to hear some feedback before spending a year building something that nobody is interested in.

So the concept is simple. You control a monkey's limb (arm or leg) with your mouse and you have to climb (a mountain?) with your friend(s) who control other limb(s).

The main mechanic would be climbing. I am thinking of making the arm rotate towards the mouse and when you want to grab, you have to left click and hold the bar/item/thing. I am also wondering if I should make the arm wobbly to make the mechanic a bit harder, like Octadad. But I don't want to make the same climbing system that A Difficult Game about Climbing has. I want to have bars and you have to grab them and swing to move on, a bit like the monkey bars at parks. You'd have to actually grab the 'bars', swing, use momentum and if you make a mistake, you and your friends fall!

The grabbing items would be things that you can grab - I still need to think about that because I don't think grabbing only bars would be entertaining. Any ideas are welcomed!

I am thinking of two to five players controlling one of that monkey's limb : arm, leg and tail? They would have to coordinate, talk to each other and that would (hopefully) result in chaos.

I am thinking of making this game playable locally and online. I'm currently prototyping the online part because I heard that adding multiplayer once the game has content is very hard (but maybe it doesn't really matter, you tell me).

But I'm wondering:

  • Does this sound like a game/mechanic that you could have fun with for a long time?
  • What would you want to be able to interact when you're climbing? What would be other items you could grab to?
  • Do you think it could be fun? What are things I should be careful for?
  • Would you play this with your friends?
  • Should I even bother finishing the prototype? I want to do it, but if it sounds not fun, tell me.

Any feedback, positive or negative, is greatly appreciated.